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void | ExplosivesBase () |
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override bool | IsExplosive () |
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override void | OnExplosionEffects (Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, float energyFactor, float explosionFactor, bool isWater, string ammoType) |
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override void | EEDelete (EntityAI parent) |
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override void | EEKilled (Object killer) |
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override void | OnCEUpdate () |
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override void | UnpairRemote () |
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override void | OnPlacementComplete (Man player, vector position="0 0 0", vector orientation="0 0 0") |
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string | GetArmSoundset () |
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string | GetDisarmSoundset () |
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override void | InitItemSounds () |
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void | CreateLight () |
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void | DestroyParticle (Particle p) |
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void | InitiateExplosion () |
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void | OnExplode () |
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override void | SetActions () |
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override bool | IsInventoryVisible () |
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override bool | IsTakeable () |
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bool | IsTimerDetonable () |
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void | Arm () |
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void | OnArmed () |
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bool | CanBeArmed () |
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void | Disarm (bool pWithTool=false) |
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void | OnBeforeDisarm () |
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void | OnDisarmed (bool pWithTool) |
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bool | CanBeDisarmed () |
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bool | GetArmed () |
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void | SetArmed (bool state) |
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override bool | CanPutInCargo (EntityAI parent) |
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override bool | CanPutIntoHands (EntityAI parent) |
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override bool | CanRemoveFromHands (EntityAI parent) |
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bool | GetDefused () |
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void | SetDefused (bool state) |
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void | SetAmmoType (string pAmmoType) |
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void | SetAmmoTypes (array< string > pAmmoTypes) |
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void | SetParticleExplosion (int particle) |
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void | SetParticlePosition (vector local_pos) |
| set position for smoke particle - needs to be in Local Space
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void | SetParticleOrientation (vector local_ori) |
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override void | OnStoreSave (ParamsWriteContext ctx) |
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override bool | OnStoreLoad (ParamsReadContext ctx, int version) |
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void | UpdateLED (int pState) |
| HELPERS.
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bool | HasLockedTriggerSlots () |
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void | LockTriggerSlots () |
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void | UnlockTriggerSlots () |
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void | LockExplosivesSlots () |
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void | UnlockExplosivesSlots () |
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void | Init () |
| Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside of a non-static system)
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static void | Cleanup () |
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void | InitSpecificsExplosionEffectForSurface () |
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void | AddExplosionEffectForSurface (string surface, int effectID) |
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int | GetParticleExplosionID (string surface) |
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